All Questions
12 questions
0
votes
1
answer
399
views
Simulated light for a 2D tile-map with just SDL2?
I'm working on a 2D tile-map RPG with C++17 and SDL2 + SDL_Image.
There are daily cycles, weekly cycles and seasons. Even a kind of weather engine provides atmosphere. The moods and times of day are ...
0
votes
1
answer
212
views
Key presses and game quit sometimes delayed by seconds
U'm currently trying to develop a 2D RPG similar to early Final Fantasy titles for the NES.
Up until now I've been reading C++ tutorials on SDL2 and doing my best to convert the concepts into OCaml. ...
0
votes
2
answers
301
views
Why does the triangle rendered by OpenGL ES 2.0 , with SDL 2.0 context, vanishes after a single render, if events are not polled?
I was experimenting with OpenGL ES 2.0 and being new to OpenGL, I was trying to render a simple triangle. But I was shocked to see that, if I do not call ...
0
votes
4
answers
3k
views
Should I bother with SDL_WaitEvent?
When I wrote my first application in SDL, it looked like this:
while (!quit)
{
SDL_PollEvent(&event);
switch (event)
{
// ...
}
}
But ...
0
votes
0
answers
285
views
How to implement jumping on the left and right?
I am trying to make a platform game in C++ and SDL2.
I tried to add a jump in the update() function of the main code below , but it does not work as expected, as you can see in the video:
Note: I did ...
3
votes
1
answer
2k
views
SDL2 mouse motion event keeps occurring
The code I'm using is like so:
...
-1
votes
1
answer
243
views
Is my frame rate being calculated correctly?
I'm having a long headache (which may not be that complicated) with this frame rate thing. I already tested several frame rate algorithms, lastly I tested this here and they all gave something strange ...
0
votes
1
answer
2k
views
Is there a way how to handle multiple SDL_PollEvent loops without clearing the event queue?
Is there a way how can I handle more SDL_PollEvent while loops for one SDL Event, without taking the events off from the event ...
0
votes
2
answers
393
views
Do I still need limit FPS when I have a variable timestep?
Lets say I have a simple game loop (variable timestep - but it applies also for other timesteps):
...
1
vote
1
answer
87
views
0
votes
2
answers
636
views
Prevent rendering queue from overflowing when using Vsync
My game loop currently looks something like this:
...
11
votes
3
answers
7k
views
UPS and FPS - What should I limit and why?
I'm currently writing a game using C++ and SDL2 and there's one thing that I'm wondering about - does it make sense to limit my frames per second (FPS) and/or my updates per second (UPS)?
I get the ...